Using this script will allow a character or enemy to reflect skills by element.

---Version History:

1.0 - First Released 1.1 - Fixed infinite reflect problem 1.2 - More features added a.) You can now choose to reflect any physical or magical skill. b.) Physical reflect will also reflect any basic attack. c.) Basic attack with element will also be reflected from elemental reflector. 1.3 - Fixed some bugs that occur when you don't put all the ELEMENTS you defined into the database.#==============================================================================# Of course, all credits of this script go to HIMA, the presumable lady who made this script.

#=====================================## This is the part you should read. ##=====================================#=begin

The structure:

ELEMENTS = {"ELEM_REFLECT_ID" => ID_TO_REFLECT}

"ELEM_REFLECT_ID" = The ID of the element you want to check or raise to 'A'. This can effectively be named whatever you want, though you should probably relate it to the proper element. It must be within the quotes, though.

ID_TO_REFLECT = This is the ID of the element that will be reflected.

So lets say this is an example:

ELEMENTS = {"Fire Reflector" => 1}

In this instance, the name of the element that will be reflecting is called: "Fire Reflector", when this element is checked (on armor or accessories) or raised to 'A' resistance (on enemies) then the element in ID 1 will be reflected.#==============================================================================# SPECIAL ELEMENT WORDS:

"Physical" - using this term in place of the ID_TO_REFLECT will reflect all skills with an ATK-Force > 0 and even normal attacks.

"Magical" - Using this term in place of ID_TO_REFLECT will reflect all types of skills with an INT-Force > 0, regardless of element.

Lastly:

WORD - This is the string that will pop up when a skill is reflected.

Oh, and on a final note: If you have cast an element on an enemy, ie, Ice, and both you and the enemy reflects the ice element, it will just say "Block".

You can also edit that word if you want to, just CTRL+F "Block", and change each one to whatever you want. :)________________________________________________________________________________=end#========================================## This is the tiny part you customize. ##========================================#

for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id] armor = $data_armors[i] if armor != nil and armor.guard_element_set.include?(element_id) result = 1 end end

for i in @states if $data_states[i].guard_element_set.include?(element_id) result = 1 end end else result = $data_enemies[self.enemy_id].element_ranks[element_id] for i in @states if $data_states[i].guard_element_set.include?(element_id) result = 1 end end end # Method end return result endend

I hid instructions at the top of the script.Feel free to download to the demo for demonstration and such.Compatibility

I don't believe it works with Cogwheel's RTAB.I haven't tested it with anything else, but it probably doesn't work well with things outside of the DBS.It does however, work with Ryexander's Asan'Tear Battle System, as its what I use. :]Credits and Thanks

Hima made this! I did not! S/He asked for a name as credit. That is all.

Author's NotesNo special words of advice. Just use and enjoy.

Logged

A bright light can either illuminate or blind, but how will you know which until you open your eyes?

This is good script ,I need itbut I nees to be able to specify the actor or enemy who will reflect not allI want to make askill make its target reflect attacks on attacker or one of attacker party or all members........Is this possible by modifying this script

Logged

I have many dreams and look for who understand me and help me to achieve them